We describe a method for the visual interactivesimulation of wires contacting with rigid multibodies. Thephysical model used is a hybrid combining lumped elementsand massless quasistatic representations. The latter is basedon a kinematic constraint preserving the total length of thewire along a segmented path which can involve multiple bodiessimultaneously and dry frictional contact nodes used for roping,lassoing and fastening. These nodes provide stick and slidefriction along edges of the contacting geometries. The lumpedelement resolution is adapted dynamically based on local stabilitycriteria, becoming coarser as the tension increases, and up to thepurely kinematic representation. Kinematic segments and contactnodes are added and deleted and propagated based on contactgeometries and dry friction configurations. The method givesdramatic increase on both performance and robustness becauseit quickly decimates superfluous nodes without loosing stability,yet adapts to complex configurations with many contacts andhigh curvature, keeping a fixed, large integration time step.Numerical results demonstrating the performance and stabilityof the adaptive multiresolution scheme are presented along withan array of representative simulation examples illustrating theversatility of the frictional contact model.
Hybrid, multiresolution wires with massless frictional contacts
2011-01-01
Scopus 2-s2.0-79955862156
Article (Journal)
Electronic Resource
English
Computer graphics , three-dimensional , graphics and realism , animation , virtual reality , adaptive resolution , strands , wires , physics simulation , dry frictional contacts , Computational Mathematics , Beräkningsmatematik , Other Physics Topics , Annan fysik , Applied Mechanics , Teknisk mekanik
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